#026 Raichu

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
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Champions Pokédex

Picture
Normal Sprite
Regular Form Alola Form
Name Other Names No. Gender Ratio Type
Raichu
Japan: Raichu
ライチュウ
French: Raichu
German: Raichu
Korean: 라이츄
National: #026
Male :50%
Female :50%
Normal Electric-type
Alolan Electric-type Psychic-type
Classification Height Weight
Mouse Pokémon 2'07" / 2'04"
0.8m / 0.7m
66.1lbs / 46.3lbs
30kg / 21kg
Abilities: Static - Lightning Rod (Raichu) - Surge Surfer (Alola Form)
Static: The opponent has a 30% chance of being induced with PARALYZE when using an attack, that requires physical contact, against this Pokémon. :
Lightning Rod: Electric-type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's SP ATK is raised one stage.
Alola Form Abilities:
Surge Surfer: Doubles the Pokémon's Speed stat on Electric Terrain.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5 *1
Damage Taken Alola Form
*1 *1 *1 *0.5 *1 *1 *0.5 *1 *2 *0.5 *0.5 *2 *1 *2 *1 *2 *0.5 *1
Evolutionary Chain
Gender Differences
MaleFemale
Male Sprite Female Sprite
Alternate Forms
Kantonian FormAlola Form
Kantonian FormAlola Form
Raichu is one of several Pokémon that have Region Forms. If evolved in Alola, it will have its Alola Form
Standard Moves AnchorsAlolan Standard

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Agility Agility - Psychic-type Agility: Other Move -- 101 --
Boosts the user's Speed stat by 2 stages.
Alluring Voice Alluring Voice - Fairy-type Alluring Voice: Special Move 80 100 --
Confuses the target if its stats were boosted during the turn this move is used.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Brutal Swing Brutal Swing - Dark-type Brutal Swing: Physical Move 60 100 --
Charge Charge - Electric-type Charge: Other Move -- 101 --
Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 70
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm Charm - Fairy-type Charm: Other Move -- 100 --
Lowers the target's Attack stat by 2 stages.
Dazzling Gleam Dazzling Gleam - Fairy-type Dazzling Gleam: Special Move 80 100 --
Dig Dig - Ground-type Dig: Physical Move 80 100 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Discharge Discharge - Electric-type Discharge: Special Move 80 100 30
Has a 30% chance of paralyzing targets.
Double Team Double Team - Normal-type Double Team: Other Move -- 101 --
Boosts the user's evasiveness by 1 stage.
Drain Punch Drain Punch - Fighting-type Drain Punch: Physical Move 75 100 --
The user's HP is restored by 1/2 of the damage dealt by this move.
Draining Kiss Draining Kiss - Fairy-type Draining Kiss: Special Move 50 100 --
The user's HP is restored by 3/4 of the damage dealt by this move.
Eerie Impulse Eerie Impulse - Electric-type Eerie Impulse: Other Move -- 100 --
Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain Electric Terrain - Electric-type Electric Terrain: Other Move -- 101 --
Turns the entire field into Electric Terrain for 5 turns.
Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 --
The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 --
Lowers targets' Speed stats by 1 stage.
Encore Encore - Normal-type Encore: Other Move -- 100 --
Gives the target the Encore status.
Endeavor Endeavor - Normal-type Endeavor: Physical Move ?? 100 --
Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure Endure - Normal-type Endure: Other Move -- 101 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Facade Facade - Normal-type Facade: Physical Move 70 100 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fake Out Fake Out - Normal-type Fake Out: Physical Move 40 100 100
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears Fake Tears - Dark-type Fake Tears: Other Move -- 100 --
Lowers the target's Sp. Def stat by 2 stages.
Feint Feint - Normal-type Feint: Physical Move 30 100 --
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Flail Flail - Normal-type Flail: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 --
This move fails if the user has already taken damage from a move in the same turn.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Iron Tail Iron Tail - Steel-type Iron Tail: Physical Move 100 75 30
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 --
This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 --
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 --
Boosts the user's Sp. Atk stat by 2 stages.
Nuzzle Nuzzle - Electric-type Nuzzle: Physical Move 20 100 100
Paralyzes the target.
Play Rough Play Rough - Fairy-type Play Rough: Physical Move 90 90 10
Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect Protect - Normal-type Protect: Other Move -- 101 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Quick Attack Quick Attack - Normal-type Quick Attack: Physical Move 40 100 --
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Reflect Reflect - Psychic-type Reflect: Other Move -- 101 --
Gives the user's side the Reflect status for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal Reversal - Fighting-type Reversal: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rising Voltage Rising Voltage - Electric-type Rising Voltage: Special Move 70 100 --
This move's power is doubled if the target is under the effect of Electric Terrain.
Round Round - Normal-type Round: Special Move 60 100 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Surf Surf - Water-type Surf: Special Move 90 100 --
This move's power is doubled against targets that have the Submerged status.
Sweet Kiss Sweet Kiss - Fairy-type Sweet Kiss: Other Move -- 75 --
Confuses the target.
Thief Thief - Dark-type Thief: Physical Move 60 100 --
If the user is not already holding an item it steals the target's held item.
Thunder Thunder - Electric-type Thunder: Special Move 110 70 30
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Punch Thunder Punch - Electric-type Thunder Punch: Physical Move 75 100 10
Has a 10% chance of paralyzing the target.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 --
Paralyzes the target.
Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 10
Has a 10% chance of paralyzing the target.
Tickle Tickle - Normal-type Tickle: Other Move -- 100 --
Lowers the target's Attack and Defense stats by 1 stage.
Trailblaze Trailblaze - Grass-type Trailblaze: Physical Move 50 100 --
Boosts the user's Speed stat by 1 stage.
Upper Hand Upper Hand - Fighting-type Upper Hand: Physical Move 65 100 --
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 --
After attacking the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle Volt Tackle - Electric-type Volt Tackle: Physical Move 120 100 10
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Wild Charge Wild Charge - Electric-type Wild Charge: Physical Move 90 100 --
The user takes 1/4 of the damage dealt by this move.
Wish Wish - Normal-type Wish: Other Move -- 101 --
Gives the user's spot the Wish status.
Zap Cannon Zap Cannon - Electric-type Zap Cannon: Special Move 120 50 100
Paralyzes the target.

Alola Form Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Agility Agility - Psychic-type Agility: Other Move -- 101 --
Boosts the user's Speed stat by 2 stages.
Alluring Voice Alluring Voice - Fairy-type Alluring Voice: Special Move 80 100 --
Confuses the target if its stats were boosted during the turn this move is used.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Charge Charge - Electric-type Charge: Other Move -- 101 --
Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 70
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm Charm - Fairy-type Charm: Other Move -- 100 --
Lowers the target's Attack stat by 2 stages.
Dazzling Gleam Dazzling Gleam - Fairy-type Dazzling Gleam: Special Move 80 100 --
Dig Dig - Ground-type Dig: Physical Move 80 100 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Discharge Discharge - Electric-type Discharge: Special Move 80 100 30
Has a 30% chance of paralyzing targets.
Double Team Double Team - Normal-type Double Team: Other Move -- 101 --
Boosts the user's evasiveness by 1 stage.
Draining Kiss Draining Kiss - Fairy-type Draining Kiss: Special Move 50 100 --
The user's HP is restored by 3/4 of the damage dealt by this move.
Eerie Impulse Eerie Impulse - Electric-type Eerie Impulse: Other Move -- 100 --
Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain Electric Terrain - Electric-type Electric Terrain: Other Move -- 101 --
Turns the entire field into Electric Terrain for 5 turns.
Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 --
The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 --
Lowers targets' Speed stats by 1 stage.
Encore Encore - Normal-type Encore: Other Move -- 100 --
Gives the target the Encore status.
Endeavor Endeavor - Normal-type Endeavor: Physical Move ?? 100 --
Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure Endure - Normal-type Endure: Other Move -- 101 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Expanding Force Expanding Force - Psychic-type Expanding Force: Special Move 80 100 --
If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Facade Facade - Normal-type Facade: Physical Move 70 100 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fake Out Fake Out - Normal-type Fake Out: Physical Move 40 100 100
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears Fake Tears - Dark-type Fake Tears: Other Move -- 100 --
Lowers the target's Sp. Def stat by 2 stages.
Feint Feint - Normal-type Feint: Physical Move 30 100 --
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Flail Flail - Normal-type Flail: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 --
This move fails if the user has already taken damage from a move in the same turn.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Iron Tail Iron Tail - Steel-type Iron Tail: Physical Move 100 75 30
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 --
This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Magic Room Magic Room - Psychic-type Magic Room: Other Move -- 101 --
Gives the entire field the Magic Room status for 5 turns.
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 --
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 --
Boosts the user's Sp. Atk stat by 2 stages.
Nuzzle Nuzzle - Electric-type Nuzzle: Physical Move 20 100 100
Paralyzes the target.
Play Rough Play Rough - Fairy-type Play Rough: Physical Move 90 90 10
Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect Protect - Normal-type Protect: Other Move -- 101 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Noise Psychic Noise - Psychic-type Psychic Noise: Special Move 75 100 100
Gives the target the Healing Prevented status for 2 turns.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Quick Attack Quick Attack - Normal-type Quick Attack: Physical Move 40 100 --
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Reflect Reflect - Psychic-type Reflect: Other Move -- 101 --
Gives the user's side the Reflect status for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal Reversal - Fighting-type Reversal: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rising Voltage Rising Voltage - Electric-type Rising Voltage: Special Move 70 100 --
This move's power is doubled if the target is under the effect of Electric Terrain.
Round Round - Normal-type Round: Special Move 60 100 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Skill Swap Skill Swap - Psychic-type Skill Swap: Other Move -- 101 --
The user and the target swap their Abilities.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Speed Swap Speed Swap - Psychic-type Speed Swap: Other Move -- 101 --
The user and the target swap their Speed stats.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Surf Surf - Water-type Surf: Special Move 90 100 --
This move's power is doubled against targets that have the Submerged status.
Sweet Kiss Sweet Kiss - Fairy-type Sweet Kiss: Other Move -- 75 --
Confuses the target.
Thief Thief - Dark-type Thief: Physical Move 60 100 --
If the user is not already holding an item it steals the target's held item.
Thunder Thunder - Electric-type Thunder: Special Move 110 70 30
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Punch Thunder Punch - Electric-type Thunder Punch: Physical Move 75 100 10
Has a 10% chance of paralyzing the target.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 --
Paralyzes the target.
Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 10
Has a 10% chance of paralyzing the target.
Tickle Tickle - Normal-type Tickle: Other Move -- 100 --
Lowers the target's Attack and Defense stats by 1 stage.
Trailblaze Trailblaze - Grass-type Trailblaze: Physical Move 50 100 --
Boosts the user's Speed stat by 1 stage.
Upper Hand Upper Hand - Fighting-type Upper Hand: Physical Move 65 100 --
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 --
After attacking the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle Volt Tackle - Electric-type Volt Tackle: Physical Move 120 100 10
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Wild Charge Wild Charge - Electric-type Wild Charge: Physical Move 90 100 --
The user takes 1/4 of the damage dealt by this move.
Wish Wish - Normal-type Wish: Other Move -- 101 --
Gives the user's spot the Wish status.
Zap Cannon Zap Cannon - Electric-type Zap Cannon: Special Move 120 50 100
Paralyzes the target.


Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 485 60 90 55 90 80 110
Max Stats
Hindering Nature
Standard 135 - 167 99 - 127 67 - 96 99 - 127 90 - 118 117 - 145
Max Stats
Neutral Nature
Standard 135 - 167 110 - 142 75 - 107 110 - 142 100 - 132 130 - 162
Max Stats
Beneficial Nature
Standard 135 - 167 121 - 156 82 - 117 121 - 156 110 - 145 143 - 178
60
90
55
110
80
90

Stats - Alolan Raichu

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 485 60 85 50 95 85 110
Max Stats
Hindering Nature
Standard 120 - 167 94 - 123 63 - 91 103 - 132 94 - 123 117 - 145
Max Stats
Neutral Nature
Standard 120 - 167 105 - 137 70 - 102 115 - 147 105 - 137 130 - 162
Max Stats
Beneficial Nature
Standard 120 - 167 115 - 150 77 - 112 126 - 161 115 - 150 143 - 178
60
85
50
110
85
95

<--- Pikachu #025
Pikachu
#036
Clefable
Clefable --->